Posted by Marius Oberholster on Tuesday, January 22, 2013,
In :
General

Hey all!

After continuing working on the tutorial, I found that there was a snag, thankfully now fixed, in regards to the joints of the walls, ceiling and floor. This too has been fixed as well as discussion on how to create that uneven look. Hope you like this preview:

(prior to the joint fix)

I added the orange ball to show the mat finish I added for the tiles that don't form part of the feature wall. Yet even there is very little gloss. Also, the tiles are actually a lot more square, but foca...

Been working hard on the tile tutorial and today I can actually show you an example from the tutorial itself. When you go through this one, you'll be shocked at how simple this truly is, but that's later. Here's the sample from the tutorial:

As you can see, this is for a feature wall, but currently it lacks vibrancy, because it is in a limited lighting area. Anyway, you can tell that the tiles don't gloss like they should, but I have an idea of how to fix that.

Here is a practical example of how the tile tutorial would work for you.

This is what happens if your unwrapping is out and you try tiling:

While the displacement is in such a state that I am fairly happy with it, the tile sizes are most certainly not. Just look at the difference between the hallway leading to the platform. They are almost half the size and that does not work right for what I want in this scene, so I had to unwrap it in a more custom way.

I've seen people using tile textures, but some were not properly cropped and created some thicker grout lines and that does not bode well for realism. There are solutions with procedural textures and in the book I explain two of these. This represents the easier of the methods:

As you can see, the floor is almost perfect, but still has some irregularities (examine the grout lines and you'll see they are not perfect, because they shouldn't be).

This post is sort of linked to the first in terms of what you can do with procedural textures (quite a bit to say the least). This one, is about a touch of realism mixed with formalism (in the sense of adhering to recognizable forms, not expression through form). Here is what I mean in English: the picture depicts something real that does exist, so it is recognizable, yet it is not photo-realistic, but more stylistic.

Today was a bit of experimenting. The game engine has what is called Bullet Physics. It is what it needs to tell the software that this object is heavier than this one, this one is touching ground here, this is in the air over there, etc.Now, this system is far more accurate and versatile than what is currently physics options in Blender Render or Cycles Render mode. There, the closest you get is the soft body simulator.

Posted by Marius Oberholster on Thursday, January 3, 2013,
In :
General

Hey all!

Was a bit under the weather today, so I took the day to just make something random and here it is:

I played around with the remesh modifier. One of it's features is the ability to make a mesh pixelated (or block) in appearance. Everything in the scene has been made that way, except the lighting, because this is Blender Render, not Cycles. The composition originally left a bit to be desired, so I quickly changed it. This is how it was:

"For I testify unto every man that heareth the words of the prophecy of this book, If any man shall add unto these things, God shall add unto him the plagues that are written in this book:And if any man shall take away from the words of the book of this prophecy, God shall take away his part out of the book of life, and out of the holy city, and from the things which are written in this book.He which testifieth these things saith, Surely I come quickly. Amen. Even so, come, Lord Jesus.The grace of our Lord Jesus Christ be with you all. Amen." Revelation 22:18-21

"Add thou not unto his words, lest he reprove thee, and thou be found a liar." Proverbs 30:6

About Me

Marius Oberholster

Centurion

Hey! I've been doing this full-time since July of 2011. It has been an incredible learning experience, not only learning how Blender works (still learning), but also about Open-Source and the incredible software available.
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This Blog will be a way to stay up to date on all things Panther Dynamics as well as some personal stuff as well.

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